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Buildings In the Kingdom

In most cases, a building will be constructed as part of a kingdom. It is therefore important to know how a player-created building fits into the Kingdom rules.

Buildings In Settlements

If a building is being used in the Downtime rules to earn capital or gold (as opposed to just being a building owned by the PC, but not being used for profit, such as a private house), it is important to determine the size of the building and the settlement attribute modifiers for the building.

Building Size

Divide four times the longest dimension of the building by 750. You may choose to round up or down. Do the same for the shorter dimension (rounding the same way you did for the longer side). The result is the number of lots wide and deep the building occupies in the City Grid (no building should occupy more than 4 lots, but the GM may allow buildings to expand beyond this). If you rounded down and the number of lots for either dimension is at least 1, you may choose to make that lot impassable (see Impassable Buildings), and if you rounded up, the lot can be made impassable only if the number of lots in a single dimension is at least 2.

Settlement Attributes

The way a building modifies the settlement attributes is largely determined by the purpose of the purpose of the building and lists one or more Kingdom Attributes. The building must provide a bonus to this Kingdom Attribute before any others (if more than one attribute is listed, the bonuses must be as even as possible).

Trade: Buildings focused primarily on tradesmen, guilds, and the buying and selling of goods. Economy.

Alchemist, Bank, Black Market, Foreign Quarter, Guildhall, Lighthouse, Luxury Store, Magic Shop, Market, Pier, Shop, Stockyard, Trade Shop, Waterfront, Warehouse.

Residential: Buildings which are for permanent or transient residents of the settlement. Unrest, Loyalty.

Caster’s Tower, Herbalist, House, Inn, Mansion, Noble Villa, Palace, Stable, Tenement.

Bureaucratic: These buildings are administrative places of work, aiming to make the running of the settlement as smooth as possible. Assembly, Bureau, Courthouse, Mint, Town Hall, Stability.

Religious: Mostly places of worship for organized religions, but also centers of healing. Economy, Loyalty, Stability.

Cathedral, Monastery, Sacred Grove, Shrine, Temple.

Educational: Institutions providing a formal education for the population of the settlement. Academy, Bardic College, Library, Magical Academy, Museum, Observatory, University, Loyalty.

Military: Training areas, equipment storage, and living quarters for military organizations, as well as defensive fortifications and locations for the settlement.

Stability. Aerie, Barracks, Castle, City Wall, Garrison, Military Academy, Moat, Watchtower.

Manufacturing: a place where finished goods are made from raw materials. Brewery, Brickyard, Exotic Artisan, Foundry, Lumberyard, Mill, Smithy, Tannery, Windmill.

Entertainment: Social venues for various types of entertainments. Loyalty. Arena, Bordello, Dance Hall, Gambling Den, Menagerie, Tavern, Theater.

Civil: These are buildings dedicated to the physical and emotional well-being of the citizens. Loyalty, Stability. Baths, Bridge, Cistern, Colossus, Crematorium, Dump, Everflowing Spring, Granary, Graveyard, Hanging Gardens, Hospital, Jail, Magical Streetlamps, Monument, Orphanage, Park, Paved Streets, Sewer System, Tunnels, Watergate, Waterway.

Each building then applies modifiers to Kingdom Attributes (Economy, Loyalty, Stability, Unrest), Settlement Attributes (Corruption, Crime, Law, Lore, Productivity, Society), Base Value, and Magic Item slots.

To calculate the size of the bonuses a building has on the settlement and kingdom, total up the capital bonus that the building generates for each type of capital (including gp). Take the highest total as a number of points to spend on the following table. A negative attribute will give back points which are available to spend equal to half the cost of a positive point (rounded down).

Table 3-1: Kingdom and Settlement Attributes
Kingdom or Settlement Effect Point Cost
Kingdom Attribute (Economy, Loyalty, Stability) 5 per +1
Unrest 10 per -1
Settlement Attributes (Corruption, Crime, Law, Lore, Productivity, Society) 1 per +1
Base Value 1 per +500 gp
Minor Magic Item 5 per item
Medium Magic Item 20 per item
Major Magic Item 40 per item

Equivalent BP Cost

To calculate the equivalent BP cost of a building (either to allow a kingdom to build the correct building type, or for use with the bombardment rules), take the building’s gp cost under the downtime rules and divide by 100. Many other factors can modify this.

Some examples include low wealth occupants decreasing the BP cost, and high wealth occupants increasing it.

Buildings for which there will be only a limited number in any given settlement have an increased BP cost, whereas very common buildings have decreased cost.

These modifications are at the GM’s discretion, but should be carefully considered against the BP cost of existing buildings.

Section 15: Copyright Notice

Ultimate Strongholds © 2018, Legendary Games; Authors Ben Walklate and Jason Nelson.